Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Infesters absolutely overpowered
How I am supposed to fight those things? There are always too many to deal with them without reloading. And then there is bleeding, broken bones, and more infesters... No amount of preparations can help, and even if it would, grinding for thousands of bandages to capture a POI is not fun at all. Zirax snipers? Though but manageable. Overseers? Just a big spiders. Robots, turrets? Easy. Legacy minibosses like Protoinfector? Even those are better than infesters...
Whoever decided that they are balanced doesn't understand what balance is. Making repeated death and respawn mandatory while running out of ammo really breaks fun.
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Showing 1-15 of 27 comments
Some games do have things that you are -supposed- to run away from. 8-}

But players are usually faster than they are.
Originally posted by cwsumner:
Some games do have things that you are -supposed- to run away from. 8-}

But players are usually faster than they are.

I have mastered the fine art of "Running away!"
csr 8 May @ 4:46pm 
they usually go down in a couple of headshots, and you probably shouldn't be going into abandoned POIs without lots of prep anyway. the way they're built, they're meant to be commitments. There are terminals outside each one that tell you what you're expected to bring inside as well. a good principle to go by is bring more than you think you need because empyrion is jank as hell and you will probably need it.

Now with all that said, i don't disagree that the sheer *amount* of abominations/infestors in POIs is pretty crazy... often you can literally stand there shooting them as they spawn on the same block 10 times in a row. but that makes it easy since you can just place your crosshair at head level and shoot them as they spawn.
A shotgun can kill them in 1 hit, you can still be overrun though if your aim is bad and you're not backing up to create space though.
Vermillion  [developer] 8 May @ 5:23pm 
Infesters are just Abominations with 75hp instead of 500hp.
They are designed to swarm and also go down with one hit with an appropriate weapon. A slow-firing weapon like a sniper rifle or shotgun is not a good choice. A minigun, flamethrower or assault rifle is the better choice.
It's for this reason that abandoned POIs all have an info panel outside the door with recommended equipment.

The crappiest, unmodded Assault Rifle does 75 damage per hit from a 30-round magazine. You will NOT be fighting 30 Infesters at a time.
Hell, the weakest weapon you can fire is the STN-33 Pistol at 60 damage per shot from a 15-round magazine.
The regular, craftable minigun has a 250-round magazine, does 58 per shot but also does +20% vs armored wildlife (69.6), which Infesters, Abominations and Overseers fit into.
Those are ALL excluding damage bonuses from headshots and with no damage-amplifying weapon mods.
Originally posted by Vermillion:
Infesters are just Abominations with 75hp instead of 500hp.
They are designed to swarm and also go down with one hit with an appropriate weapon. A slow-firing weapon like a sniper rifle or shotgun is not a good choice. A minigun, flamethrower or assault rifle is the better choice.
In abandoned assembly yard on Tallodar a good SMG showed the best results, but still, falling from ceiling into a dead end of a corridor with swarms of infesters or abominations is certain death. 100% hit rate (especially 100% headshot rate) is somewhat unlikely, and there are nowhere to escape or hide while reloading - wall behind, ceiling too high for jetpack, etc., and they almost always give open wound or broken bone.

Perhaps a blueprint of micro-HV or micro-SV with medical station is a good idea?
Burn them!
I never explore an alien POI without my modded FST-13 flamethrower, just in case...
When they come in packs or mixed together, just wait and burn!
The easiest way to make a good and old-fashioned barbecue!
(be careful when using FST-13 or you will be burned too)
Satisfaction guaranteed.
Last edited by axelcwb.poe; 9 May @ 12:40am
My approach is to always be on a hair trigger with the jet-pack.
The moment I hear, see or "feel" anything break I'm up against the ceiling XD
Originally posted by axelcwb.poe:
Burn them!
I never explore an alien POI without my modded FST-13 flamethrower, just in case...
When they come in packs or mixed together, just wait and burn!
The easiest way to make a good and old-fashioned barbecue!
(be careful when using FST-13 or you will be burned too)
Satisfaction guaranteed.
Works when there are plenty of space between player and monsters. But, in a small room it's suicide - and infesters/abominations are biggest problem exactly in small rooms.


Originally posted by moth hunter:
My approach is to always be on a hair trigger with the jet-pack.
The moment I hear, see or "feel" anything break I'm up against the ceiling XD
That's what I do in artifical gravity - but on planet it doesn't help because jetpack works only few seconds
Originally posted by Mad Alchemist:
Originally posted by moth hunter:
My approach is to always be on a hair trigger with the jet-pack.
The moment I hear, see or "feel" anything break I'm up against the ceiling XD
That's what I do in artifical gravity - but on planet it doesn't help because jetpack works only few seconds

Sorry, wasn't clear, I meant when anything around me breaks - floor, ceiling, anything, not my bones. XD
If you catch it quick enough then you can usually escape a collapsing floor and get back to safe ground before the jetpack runs out.
Last edited by moth hunter; 9 May @ 9:10am
Originally posted by moth hunter:
If you catch it quick enough then you can usually escape a collapsing floor and get back to safe ground before the jetpack runs out.

And then you still have to jump into that hellhole to continue. It's not surprise that kills, it's inability to escape while reloading or need to heal.
So how everyone deal with those meth-overdosed zombies in worst case situation: cornered, bleeding and need to reload? Because this happens quite often, and so far the only solution was to bring tons of warp core moonshine and meds. It feels pretty dumb to prepare for suffering massive damage instead of finding a way to avoid it.
I won't attempt the last level of the abandoned assembly yard until I have a laser mini-gun with a mod or two that tames the recoil so that you can more accurately hit what you're aiming for. Even then, you're probably still going to die until you destroy all the abomination spawners on that level. That's not a big deal to me because my settings are such that I lose nothing when I die and my little looting mini-CV with a cloning/medical station is always parked right outside. I respawn and go back down and clear that level bit-by-bit between deaths. I understand that that would probably be frustrating/un-fun for some players, and I do think that level could do with some spots to which one could safely retreat in order to reload/heal, but for me personally, since I have issues that make active combat in any game more difficult, I'm used to dying over and over again, so it doesn't frustrate me.

I don't think the other abandoned POIs are overwhelmingly difficult with regard to swarms of infesters. If nothing else, they have longer corridors, so you can put some distance between you and the horde while you reload.
Dyspayr 9 May @ 11:54am 
I think the biggest issue with any of the legacy melee creatures is the hit-boxes; they are literally tripping over each other making headshots footshots half the time, and then there is the stop, pose for a second or two before slowly falling down death animations that leads to a not insignificant portion of your magazine being emptied into corpses instead of the pursuing menace.
If dead bodies can fall through nearby blocks, is there a reason they block bullets?

I know this is likely an Elleon/base game thing not something that can be addressed in RE2, but if I'm wrong... please?
ravien_ff  [developer] 9 May @ 1:37pm 
Yeah anything with npc models is Eleon.
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